(the dumb kmail was replying only to the person that send the mail to the=20
list, so i am resending this mail to the all list)
Hi,
Em S=E1bado, 27 de Dezembro de 2003 10:49, o Duong-Khang NGUYEN escreveu:
> > As I told you, I was doing a built-in level editor for SuperTux.
> > I have not been able to develop much (Christmas time ;) ), but I have
> > finally managed to complete a workable version.
>
> As Bill, I prefer a seperate level editor ! Any different vote for this ?
>
This game will be played by very little children, so a built-in editor wou=
ld=20
be much easier to use for those.
> > I noticed, that a file called enemy.h has been added, I advice you to
> > use the same nomenclature, so you should call it badguy.h . And are you
> > thinking in turning SuperTux in C++?
>
> I'll declare war to anyone who want to turn SuperTux into C++ ! Originall=
y,
> SuperTux is written in C by Bill, and he thought it in C. If anyone want =
to
> write SuperTux in C++, he must start from scratch and think in C++ way.
> We're going to vote for this (ah long life to the Democracy). However, if
> you guys really want to write things in C++, I suggest to break the curre=
nt
> CVS tree into 2 different CVS trees: the C++ and the old C one. And I'll =
be
> voluntary to maintain the so old C source tree of course. IMHO, in order =
to
> program WELL in C++, we need a lot of work !
Well, I just asked this because the world.h, badguy.h and player.h have a=
=20
line saying 'C++ Interface:'.
I've also found some comments using //. Is this already ANSI C and/or can =
I=20
use it (/* */ are annoying :P)?
Em S=E1bado, 27 de Dezembro de 2003 12:07, o Duong-Khang NGUYEN escreveu:
> I've just tried out the leveleditor codes and I have some kind of BAD
> impression! I don't want to be harmful but I seriously think that your
> works will be more appreciable as a stand-alone leveleditor.
> What do you think Tobias & Bill ?
>
> Duong-Khang NGUYEN (who looks like an evil devil at the moment >:-( )
Did you find the code to be too straight? If you didn't like this, you=20
probabily had an heart attack when looking at the old gameloop function. ;P
I could put the key events in a different function, I just didn't because =
I=20
don't like global variables that much. I'm also not very used to write in C.
I think the code is too simple and at the same time it outputs a very easy=
to=20
use level editor. A mouse-driven interface is obviously needed, I could wor=
k=20
on this, but I would like you guys to suggest the layout...
I also didn't like (neither understood) the identation you have used in th=
e=20
game.
Firstly, I think tabs should be used at the beggining of the line, since=20
everyone can setup tabs (mine is settuped to be 2 spaces) and so it doesn't=
=20
make as much mess as spaces do (you don't have to care).
I'm also very used to this type of identation:
if(bad_guy.alive)
<TAB>{
<TAB>kill_the_bastard();
<TAB>if(screen.update =3D=3D false)
<TAB><TAB>refresh();
<TAB>}
Of course, I will use the identation you find more appropriate...
I almost forgot to mention (you will notice! :)) that there is a bug: when=
=20
pressing some keys, the screen scrolls back.
I think it is being caused by the mouse keys code:
x =3D event.motion.x;
if(x < MOUSE_LEFT_MARGIN)
pos_x -=3D MOUSE_POS_SPEED;
else if(x > MOUSE_RIGHT_MARGIN)
pos_x +=3D MOUSE_POS_SPEED;
Is this wrong or isn't SDL giving event.motion.x right...
Cya,
Ricardo
=2D-=20
In 1880 the French captured Detroit but gave it back ... they couldn't
get parts.
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